#include "Deferred.fxh"

float3 g_AmbientColor;

void AmbientPS(in float2 Pos : VPOS, in float3 EyeVec : TEXCOORD0, out float4 Out : COLOR0)
{
	GBUFFER_DATA Data;
	SampleGBuffers(Pos, EyeVec, Data);
	
	Out.rgb = Data.Diffuse * g_AmbientColor;
	Out.a = 1;
}

technique Ambient {
	pass {
		AlphaBlendEnable = false;
		VertexShader = compile vs_3_0 MainVS();
		PixelShader  = compile ps_3_0 AmbientPS();
	}
}
